AncientsWiki

Making money and what is worth selling

Where money and Ancient Energy come from, and what to sell. There is no price list: the market is new every map.

What each currency buys

  • Money: a Siege base ($100,000 Low, $3,000,000 Medium, $30,000,000 High), gang upgrades ($100,000 for the first level up to $550,000,000 for the 20th, from the buyer's own balance), hourly guard wages, gear at the spawn market and Black Auction House bids. Keep a balance all map.
  • Ancient Energy: every enchant and upgrade. The Wormhole, Calcite enchants, orb charges, pickaxe prestige and Expedition map modifiers.
  • Drachma and Tribute need a base. See Drachma & Tribute.

Earning money

  • Ore sells on the spot as Money Notes. Right-click them in a safe zone to bank them. Deepslate pays 10% more.
  • Contraband from shards pays a note and energy every time. Open it in a safe zone.
  • The Salvage Bench pays money for lootboxes, boosters and plain loot.

To raise ore income:

  1. Ore Magnet on your pickaxe on day 1: 20% more ore per level, up to level 5.
  2. /miningtree auto money spends your tree points on Ore Gain (2.8% a small node).
  3. With a gang: the Wealth outpost major (20% increased ore and sell value) and the Ore Gain gang upgrade (up to 20%).
  4. An Ore booster.

Shatter blocks pay ore with no energy and no XP.

Earning energy

  • Mine at the level cap: 50% increased mining energy.
  • /extract is free in a safe zone and taxed 20% to 5% by rank outside one. A full pickaxe cannot mine.
  • Contraband: 45,000 for a Simple up to 2,500,000 for an Exceptional.
  • /rankkit: 250,000 to 5,000,000 every 3 days. The free rank has one too.
  • Salvage loot you will not use. Take old pickaxes and gear to the Tinkerer.

The bench sets the floor

Hover an item at the Salvage Bench before you list it. Never sell it for less than it salvages for.

Item Salvages for
Ichor 20,000 Ancient Energy
Enchant Dust 2,500 Ancient Energy per 1%
Boss key 500,000 Ancient Energy
Godly enchant orb 500,000 Ancient Energy
Uber fragment 2,500,000 Ancient Energy
  • Salvaging is final. A haul worth 5,000,000 or more asks for a second click.
  • Pickaxes, armour and weapons have no bench price. The Tinkerer (/tinker) pays 25% of the energy the item cost to level, plus any unspent energy on it.
  • Fuse what won't sell. The Fusion Altar turns three of one thing into one: three jewels of a rarity into a Mystery Jewel, three godly orbs into a Mystery Godly Enchant Orb, three of one trim or offhand into a fresh roll.

What players pay for

Most of these drop in Expeditions. Few players can farm high area levels early in a map, so sell early. That is a starting point, not sales data.

Selling

  • Auction House: /ah sell <amount> <price each> [energy|cash|obols] in a safe zone. Listings last 7 days (14 at the top rank), with no fee. Energy from a sale waits in /ah collect and clears after 7 days.
  • Trade: /trade <player>. /withdraw money into a note to trade it.
  • You can list energy for money or Obols, never for energy.

Don't sell or salvage

  • Your last stones while you are still crafting a jewel.
  • Boss keys for a fight you can win. The kill is worth more than 500,000 energy.
  • Ichor. 100 on a Sacred Map beats 2,000,000 energy at the bench.
  • Enchant Dust. It is the only way to a 100% Wormhole roll.
  • A full satchel. /unsatchel first. The Tinkerer pays the same full or empty.
  • Your old pickaxe until the new one is enchanted. The Tinkerer is final too.

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Last updated 3d ago